Play Magazine's Scores

  • Games
For 2,350 reviews, this publication has graded:
  • 65% higher than the average critic
  • 3% same as the average critic
  • 32% lower than the average critic
On average, this publication grades 0.8 points higher than other critics. (0-100 point scale)
Average Game review score: 76
Highest review score: 100 Shin Megami Tensei: Persona 3 FES
Lowest review score: 0 Dragon Ball Z: Taiketsu
Score distribution:
2350 game reviews
    • 67 Metascore
    • 58 Critic Score
    Though the action is on the repetitive side, unique aspects help the game rise a notch above average. [Nov 2003, p.73]
    • Play Magazine
    • 59 Metascore
    • 58 Critic Score
    It's a bit clunky and doesn't have the bold production values we've become accustomed to, but... a gradual charm begins to bubble up, elevating the mundane stretches of play. [Oct 2003, p.72]
    • Play Magazine
    • 69 Metascore
    • 58 Critic Score
    A lack of variety hurts in the end, and while the visual style is enjoyably simple and nicely handled within its constraints, you start to want more meat on the bones. [May 2004, p.56]
    • Play Magazine
    • 63 Metascore
    • 58 Critic Score
    Blame slightly unnatural control and a rather generic feeling. [Dec 2003, p.84]
    • Play Magazine
    • 64 Metascore
    • 58 Critic Score
    At 30fps on PS2, it's not as great, but still good. [Mar 2004, p.59]
    • Play Magazine
    • 65 Metascore
    • 58 Critic Score
    As pretty and nice as the surface is, the gameplay beneath is surprisingly shallow. [Apr 2004, p.60]
    • Play Magazine
    • 54 Metascore
    • 58 Critic Score
    Four hours of straight arcade-style action would be one thing, but here you essentially visit five areas, fight five battles to realize Astro's abilities, and then it's off to the final encounter. [Sept 2004, p.68]
    • Play Magazine
    • 44 Metascore
    • 58 Critic Score
    Though the seamless integration of action, puzzles and even a tad of platforming is pulled off well, the package it's presented in is rather unappealing. [Nov 2003, p.101]
    • Play Magazine
    • 66 Metascore
    • 58 Critic Score
    The custom course editor is still a highlight, and better yet, now you can even save your courses. [Aug 2004, p.61]
    • Play Magazine
    • 58 Metascore
    • 58 Critic Score
    A little light on dialogue and only has one village but it supports up to four players and sticks to a formula steeped in nostalgia. [Sept 2003, p.80]
    • Play Magazine
    • 63 Metascore
    • 58 Critic Score
    Though the action is on the repetitive side, unique aspects help the game rise a notch above average. [Nov 2003, p.73]
    • Play Magazine
    • 74 Metascore
    • 58 Critic Score
    The gameplay that's presented is fun, especially with the variety of weapons and upgradeable skills, and the ability to play with four players is much appreciated, but I really wish they'd added more depth and diversity to the experience. [Dec 2003, p.97]
    • Play Magazine
    • 63 Metascore
    • 58 Critic Score
    The targeting system, offensive and defensive balance and especially the design are all surprisingly adept, as is the integrated story, about nomadic Earthlings on the run from alien hordes. [June 2004, p.61]
    • Play Magazine
    • 77 Metascore
    • 58 Critic Score
    Not even the irreplaceable voice acting of Christopher Walken can rescue the mess of a script driving the action of True Crime, a misguided attempt to share the spotlight with the vastly superior "Grand Theft Auto." [Jan 2004, p.62]
    • Play Magazine
    • 67 Metascore
    • 58 Critic Score
    The game is far too linear. [Oct 2004, p.68]
    • Play Magazine
    • 69 Metascore
    • 58 Critic Score
    The most interesting shakeup to the action is the emphasis being placed on incapacitating thugs instead of always going in with guns set on blood-thirsty kill, but this idea works much better in theory, growing old fast and never playing out like you might expect. [Dec 2003, p.82]
    • Play Magazine
    • 83 Metascore
    • 58 Critic Score
    New fighting styles, more weapons, added match types, rowdy crowds and some wicked, brutal environmental interactions help make up for the watered-down brawling. [Oct 2004, p.87]
    • Play Magazine
    • 71 Metascore
    • 58 Critic Score
    As a Vietnam War shooter, with its strong themes and unforgiving violence, Men of Valor succeeds. [Dec 2004, p.85]
    • Play Magazine
    • 70 Metascore
    • 58 Critic Score
    Instead of revelations, we're left empty handed, as tantalizing mysteries are thoughtlessly swept under the rug. [Dec 2003, p.56]
    • Play Magazine
    • 59 Metascore
    • 58 Critic Score
    It's a wee bit short and a little slow, but fans should be intrigued by the depth and lore. [Oct 2004, p.75]
    • Play Magazine
    • 61 Metascore
    • 58 Critic Score
    The targeting system, offensive and defensive balance and especially the design are all surprisingly adept, as is the integrated story, about nomadic Earthlings on the run from alien hordes. [June 2004, p.61]
    • Play Magazine
    • 61 Metascore
    • 58 Critic Score
    The voice recognition just isn't up to par - it's frustrating during exploration and infuriating during battle. I often found myself begging to just be playing wiht a standard controller interface. [Mar 2004, p.59]
    • Play Magazine
    • 58 Metascore
    • 58 Critic Score
    Though the basic Mega Man tenets remain intact - play through level, kill boss, gain new ability - compared to modern games, many of the 3D levels and the accompanying gameplay feel like a freshman effort. [Oct 2003, p.68]
    • Play Magazine
    • 70 Metascore
    • 58 Critic Score
    Dungeons are just plain dull, especially considering how much time you spend in them. Let's face it: The World wouldn't be a very fun game if it weren't for all the coma-inducing virus outbreaks. [Sept 2003, p.73]
    • Play Magazine
    • 65 Metascore
    • 58 Critic Score
    A lack of variety hurts in the end, and while the visual style is enjoyably simple and nicely handled within its constraints, you start to want more meat on the bones. [May 2004, p.56]
    • Play Magazine
    • 64 Metascore
    • 58 Critic Score
    Instead of the marketing-driven production you might expect, Pirates of the Caribbean is a deep and interesting role-playing experience. [Sept 2003, p.81]
    • Play Magazine
    • 62 Metascore
    • 58 Critic Score
    It's a blast at first, but as the game progresses, you really feel like you're just going through the motions. [Sept 2004, p.65]
    • Play Magazine
    • 76 Metascore
    • 58 Critic Score
    This game experiences such highs and lows, it's as if three separate teams worked on it. [Dec 2003, p.60]
    • Play Magazine
    • 83 Metascore
    • 58 Critic Score
    Bouts of bad behavior distributed between T. Hawk-style fun, the highs and lows of the THUG 2 experience truly boggle the mind with various goals so flawed in execution it feels as if the programmers passed out on their keyboards. [Nov 2004, p.58]
    • Play Magazine
    • 57 Metascore
    • 58 Critic Score
    Basically a run-of-the-mill action title in a heavily armored car that transforms. [Feb 2004, p.47]
    • Play Magazine

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